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APlayerController::SetInputMode (Game Only)

function Engine Blueprint Since 4.5
#include "GameFramework/PlayerController.h"
Access: public

Description

Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus. The mouse is captured by the viewport. This is the default mode during normal gameplay.

Signature

void SetInputMode(FInputModeGameOnly InData)

Parameters

Name Type Description Default
InData FInputModeGameOnly Input mode struct; configure via SetConsumeCaptureMouseDown if needed.

Return Type

void

Caveats & Gotchas

  • Does not automatically hide the cursor — call `SetShowMouseCursor(false)` separately if needed.
  • Internally calls the single `SetInputMode(const FInputModeDataBase&)` overload with an `FInputModeGameOnly` struct.

Examples

Return to pure game input after closing a menu C++
PC->SetShowMouseCursor(false);
PC->SetInputMode(FInputModeGameOnly());
Blueprint equivalent Blueprint
"Set Input Mode Game Only" node on the player controller reference

Version History

Introduced in: 4.5

Version Status Notes
5.6 stable
5.0 stable

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